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What Is Computer Animation And Terms Breakdown And Pipeline

Blitheness Organization Overview

Unity has a rich and sophisticated animation system (sometimes referred to as 'Mecanim'). It provides:

  • Easy workflow and setup of animations for all elements of Unity including objects, characters, and properties.
  • Support for imported animation clips and animation created within Unity
  • Humanoid animation An animation using humanoid skeletons. Humanoid models generally have the same basic structure, representing the major clear parts of the body, head and limbs. This makes it easy to map animations from one humanoid skeleton to another, allowing retargeting and changed kinematics. More than info
    Run across in Glossary
    retargetingApplying animations created for one model to another. More than info
    See in Glossary
    - the ability to apply animations from one character model onto another.
  • Simplified workflow for aligning animation clips.
  • User-friendly preview of animation clips, transitions and interactions between them. This allows animators to work more independently of programmers, prototype and preview their animations before gameplay code is hooked in.
  • Management of circuitous interactions between animations with a visual programming tool.
  • Animating different body parts with different logic.
  • Layering and masking features
Typical view of an Animation State Machine in the Animator window
Typical view of an Animation Land Motorcar in the Animator window

Blitheness workflow

Unity'due south animation system is based on the concept of Animation ClipsAnimation information that can be used for animated characters or unproblematic animations. Information technology is a simple "unit" piece of motion, such every bit (one specific case of) "Idle", "Walk" or "Run". More than info
Run across in Glossary
, which contain data almost how sure objects should change their position, rotation, or other properties over fourth dimension. Each clip can be thought of equally a single linear recording. Animation clips from external sources are created past artists or animators with 3rd party tools such as Autodesk® 3ds Max® or Autodesk® Maya®, or come up from motion capture studios or other sources.

Blitheness Clips are so organised into a structured flowchart-like system called an Animator ControllerControls blitheness through Blitheness Layers with Animation State Machines and Blitheness Alloy Copse, controlled by Blitheness Parameters. The aforementioned Animator Controller tin can exist referenced by multiple models with Animator components. More than info
See in Glossary
. The Animator Controller acts as a "Land AutomobileThe set of states in an Animator Controller that a graphic symbol or animated GameObject tin can be in, along with a set of transitions betwixt those states and a variable to recollect the current state. U.s. available will depend on the blazon of gameplay, but typical states include things similar idling, walking, running and jumping. More than info
See in Glossary
" which keeps runway of which clip should currently be playing, and when the animations should change or blend together.

A very simple Animator Controller might just incorporate ane or 2 clips, for instance to control a powerup spinning and bouncing, or to animate a door opening and closing at the right fourth dimension. A more advanced Animator Controller might incorporate dozens of humanoid animations for all the main character's actions, and might alloy between multiple clips at the same time to provide a fluid motion as the player moves effectually the scene A Scene contains the environments and menus of your game. Think of each unique Scene file every bit a unique level. In each Scene, you lot identify your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
.

Unity'south Animation arrangement as well has numerous special features for handling humanoid characters which give y'all the ability to retarget humanoid blitheness from any source (for example: motion capture; the Nugget Store; or some other third-party animation library) to your own character model, every bit well every bit adjusting musculus definitionsThis allows you to have more intuitive control over the character's skeleton. When an Avatar is in place, the Animation arrangement works in muscle space, which is more intuitive than bone space. More than info
Come across in Glossary
. These special features are enabled past Unity's AvatarAn interface for retargeting blitheness from ane rig to some other. More than info
See in Glossary
system, where humanoid characters are mapped to a mutual internal format.

Each of these pieces - the Animation Clips, the Animator Controller, and the Avatar, are brought together on a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject's functionality is divers past the Components attached to it. More info
See in Glossary
via the Animator ComponentA component on a model that animates that model using the Blitheness system. The component has a reference to an Animator Controller nugget that controls the animation. More info
See in Glossary
. This component has a reference to an Animator Controller, and (if required) the Avatar for this model. The Animator Controller, in turn, contains the references to the Animation Clips it uses.

How the various parts of the animation system connect together
How the various parts of the blitheness organization connect together

The above diagram shows the following:

  1. Blitheness clips are imported from an external source or created inside Unity. In this example, they are imported motility captured humanoid animations.
  2. The animation clips are placed and arranged in an Animator Controller. This shows a view of an Animator Controller in the Animator window The window where the Animator Controller is visualized and edited. More info
    See in Glossary
    . U.s. (which may correspond animations or nested sub-state machines) announced as nodes connected past lines. This Animator Controller exists as an asset in the Project window A window that shows the contents of your Assets folder (Projection tab) More than info
    See in Glossary
    .
  3. The rigged character model (in this case, the astronaut "Astrella") has a specific configuration of bones which are mapped to Unity's common Avatar format. This mapping is stored as an Avatar nugget as part of the imported character model, and also appears in the Project window every bit shown.
  4. When animative the character model, information technology has an Animator component attached. In the Inspector A Unity window that displays information about the currently selected GameObject, nugget or projection settings, allowing you to inspect and edit the values. More info
    See in Glossary
    view shown above, yous can see the Animator Component which has both the Animator Controller and the Avatar assigned. The animator uses these together to animate the model. The Avatar reference is just necessary when animative a humanoid character. For other types of animation, only an Animator Controller is required.

Unity's animation system comes with a lot of concepts and terminology. If at any bespeak, you need to detect out what something means, go to our Animation Glossary.

Legacy animation system

While Mecanim is recommended for use in most situations, Unity has retained its legacy animation system which existed earlier Unity 4. Yous may need to employ when working with older content created earlier Unity four. For data on the Legacy animation system, see this section


  • 2018–04–25 Page amended

Source: https://docs.unity3d.com/Manual/AnimationOverview.html

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